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Xcode 11 requires a Mac running macOS Mojave 10.14.4 or later. https://developer.apple.com/documentation/xcode_release_notes/xcode_11_release_notes The download from the Mac App Store is 7.6 GB. with only 11 GB left on my hard drive I would suggest having more free space before trying to download and unpack the app.


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Run Xcode post updating to make sure any post installation scripts get a chance to run. After that, restart your Mac and see if the problem goes away.


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I don't think there is a definitive answer, because it's likely to depend on the specific Mac & how the data aligns to sector sizes when written. You'd see the same thing if you wrote a 1GB movie file & 1GB of small text files to a drive. The byte count may be the same, but the space used on disk would not. If you look at the three basic ways to see ...


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Xcode command line tools is a separate package for Xcode Download Command Line Tools for Xcode from developer.apple.com/download/more and install it again. source: Installing Xcode Command Line Tools Useful for troubleshooting xcode-select -p


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You might be close, but I downloaded from the developer website and I had freed ~22 GB. Try freeing up some more, like cache or movies you have watched, or software you don't use. How can I figure out what's slowly eating my HD space? Reduce size of the Xcode application Gigabytes of disk space shown as hidden space in DaisyDisk


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The Mac in question does not support a new enough macOS to install the latest versions of Xcode required to build an app that can on the App Store. However, you could use an online build service in order to be able to develop and test apps on this Mac. For example you could use your Cordova project with Monaca - they have a free plan where you can do 2 ...


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Only install Xcode CLI tool, since most of the ports work without Xcode although there's a warning during use. Quote from Google Summer of Code 2019 for MacPorts Phase out dependency on Xcode (done in the main repo) MacPorts currently requires a full Xcode installation, even though a lot of ports will install just fine with the Command Line Tools ...


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I had the same problem. Try to drag it to the trash. You might have to purge some Xcode files in ~/Library because the App Store thought it was still installed. This worked for me.


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Set the CPATH environment variable in your shell (e.g., put this in your .zshrc assuming you're using zsh): export CPATH=`xcrun --show-sdk-path`/usr/include And then try to build your project again. UPDATE The OP related to how to install the headers in /usr/include, not how to point clang to the headers wherever they may be. MacOS System Integrity ...


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I suspect this will be considered off-topic for the site, but nevertheless… As it currently exists, Xcode is completely incompatible with iOS. Presumably at some in the future there will be some way to develop at least with Swift on iOS. The only real answer is, of course, that no one who knows the answer to this can or will say, so there can be no real ...


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It would appear the issue is with compatibility, it is a Mid-2011 27 iMac so no longer supports Mojave or Catalina https://eshop.macsales.com/guides/Mac_OS_X_Compatibility Damn.


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Here is a tweak that you can try: Go to Finder -> Applications Move Xcode.app to trash. (Here it will ask you if you want to cancel update). Agree to cancel the update. Go to Trash -> Xcode.app, right-click and click on "Put Back" Re-start using Xcode and continue with your work. Also, while you wait for XCode to update and you are in a slow internet ...


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The shape of the corners cannot be described as an arc. It can however be reproduced using public API since iOS 11. UIBezierPath.init(roundedRect:cornerRadius:) will create a rectangle with continuous rounded corners. Source: https://medium.com/fueled-engineering/continuous-rounded-corners-with-uikit-b575d50ab232 iOS 13 introduced an explicit cornerCurve ...


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My problem was due to iCloud. All my projects were inside documents folder which is iCloud folder. Because iCloud settings in my MacBook was with the optimize option, the content of files weren’t allocated locally in the hard drive but remotely in iCloud. That was the cause for unresponsiveness of Xcode when loading the project or even starting new one. I ...


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